Introduction

Tohno Minagi (遠野 美凪) is an assist character, utilizing Michiru to help lock down her opponents. Minagi has very few special moves herself, as most of her special inputs direct Michiru to perform an action. She may also press the special button to move Michiru left or right (4S or 6S) or to change her stance (5S). Normally, Michiru will follow Minagi around the screen, but when in her other stance, she stands in place, ready to perform upgraded specials. The combination of long lasting Michiru moves and Minagi’s normals allow the pair to safely mix up the opponent. Minagi has many drawbacks, including losing her assist character for 3 seconds if Michiru is hit, weak A and B normals, and lacking reversals without meter.

Minagi is one of the heroines of AIR, a visual novel produced by Key in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving. Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick. During AIR, Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...

Stage: Abandoned Station (Day) (廃駅(昼))

BGM: Prism (虹)

Character-Specific Notes

Minagi is able to air jump once, and air dash/backstep once.

If Michiru starts to go off screen, Michiru will automatically run back to the center of the screen.

Once Michiru starts attacking the opponent, Michiru becomes vulnerable to attack herself. If Michiru is hit, she will fall to the floor for several seconds, and will be unable to take any commands from Minagi during this time.

(c)5B

(f)5B

(f)5B

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

410

Ground

9

2

21

-7

-9

-

Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when michiru is properly set up.

5C

5C

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

430

Ground

10

1

32

-9

-11

-

500

Ground

20

2

21

/

-1

-

Minagi does one downward swipe into an upward swipe with what might be a fan or a bunch of tickets. Second hit launches.

Crouching

2A

2A

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

190

Ground

5

2

9

0

-1

-

Minagi thrusts a ticket forward while crouching.

Unfortunately not a low.

2B

2B

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

420

Low

5.33

5

9

+3

+1

-

Minagi does an apologetic bow. Hits low. Very fast startup and crucial to her high/low game.

2C

2C

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

600

Low

8

8

32

/

-5

-

Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.

Jumping

j5A

j5A

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

210

High

4

2

11

/

/

-

Minagi swipes under herself with a ticket. Exceptionally fast.

j5B

j5B

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

420

High

7

5

14

/

/

-

Minagi kicks at an angle towards the ground.

j5C

j5C

Damage

Guard

Startup¹²³

Active

Recovery

Adv Hit

Adv Block

Cancel

540

High

10

3

32

/

/

-

Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.

Dashing

66A

[ Startup: 7 | Hit:+1 | Block:+0 ]

Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.

66B

[ Startup: 9 | Hit:-3 | Block:-5 ]

Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.

66C

[ Startup: 23 | Hit:+0 | Block:-2 ]

Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead.

662A

[ Startup: 6 | Hit:+1 | Block:+0 ]

Similar to 2A except the hitbox is slightly smaller and has forward momentum.

662B

[ Startup: 10 | Hit:-- | Block:+1 ]

Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.

662C

[ Startup: 12 | Hit:-- | Block:-10 ]

Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.

Specials

Michiru enters a "ready" stance. In this stance, she cannot move but her assist specials are much more powerful. Using this is crucial to Minagi's gameplan.

5S - Chiruchiru Stop Setup (ちるちる構え止め)

Michiru leaves the "ready" state and can move again.

6S - Chiruchiru Right (ちるちる右よ)

Orders Michiru to move right.

4S - Chiruchiru Left (ちるちる左よ)

Orders Michiru to move left.

236* - Chiruchiru Kick (ちるちるキック)

Michiru jumps forward with a kick.

623* - Chiruchiru Drilling Bow Thigh (ちるちる穿弓腿)

Michiru does an up-kick.

421* - Chiruchiru Iron Head Merit (ちるちる鉄頭功)

Michiru leaps into the air and comes crashing down head first.

214* - Chiruchiru Whirlwind Leg (ちるちる旋風脚)

Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponents wakeup by dashing above them.

41236* - Rice Ticket Presentation (お米券進呈)

Minagi throws a ticket.

Eternity Specials

236236* - Chiruchiru Kick Festival (ちるちるキック祭り)

Michiru spins like a drill in the air towards the opponent.

214214* - Chiruchiru Solar Plexus Break (ちるちる鳩尾ブレイク)

Michiru does a powerful kick to the solar plexus. Readied Michiru will roll forward towards the opponent if not next to them before the kick.

2141236* - Soap Bubbles (しゃぼん玉)

Michiru and Minagi both blow soap bubbles towards the opponent. Minagi stops blowing first, giving her time to move.

Final Memory

222S - Star Sand (星の砂)

Minagi and Michiru call stars to fall from the sky. Lasts for quite a while.

Strategy, Tactics, and Combos

Combos

Michiru has arrived

Seriously, every time you knock down the opponent, set Michiru up and add pressure.